Rasterized Voxel-based Dynamic Global Illumination

After I had submitted my article for the GPU Pro 4 book I worked a bit further on this technique. Due to the discrete voxel grid representation of the scene, rapidly moving objects that contribute to the indirect illumination (i.e. are part of the voxel grid) cause flickering. To counteract this problem I added one additional step. Before applying the propagated virtual point lights of the current frame to the scene they are interpolated with those of the last frame.

You can download the latest demo including the entire source code here: